CROSS-REFERENCE TO RELATED APPLICATIONSThe present Application claims priority to the U.S. Provisional Application with the Ser. No. 61/693,554 filed on Aug. 27, 2012, the entire contents herewith incorporated by reference.
FIELD OF THE INVENTIONThe present disclosure relates to a system and a method of analyzing advertising effectiveness. More particularly, the present disclosure relates to a system and a method of analyzing advertising effectiveness through a digital environment.
BACKGROUNDIn the discussion of the background that follows, reference is made to certain structures, systems, and/or methods. However, the following references should not be construed as an admission that these structures, systems, and/or methods constitute prior art. The inventor expressly reserves the right to demonstrate that such structures, systems, and/or methods do not qualify as prior art.
In the background art, certain systems have been designed for dynamic advertising for the Internet and interactive games. For example, U.S. Patent Publication No. 2006/0105841 is directed to a dynamic advertising system for interactive games and describes an apparatus for adding and displaying objects within an interactive game program that can be updated interactively while the game is being played. The system can track the actual exposure of the advertisement. U.S. Pat. No. 8,160,925 is directed to a system for generating a smart advertisement based on a dynamic file and a configuration file, and is capable of generating advertisement based on targeting information, user interests, and deals, and can improve the displayed adds.
Moreover, U.S. Pat. No. 8,000,581 is directed to an advertisement scheme that can be used with interactive content, and allows suspending the playing of the interactive content, to display an advertisement, and resuming the playing of the interactive content. U.S. Pat. No. 7,698,178 is directed to an online game advertising system, in which advertisements are displayed within a billboard that appears within a game playing space of the game program. The system allows the interacting with a user to provide additional information about a product being advertised.
However, when large amounts of resources are directed towards advertising in a virtual environment, for example virtual living spaces such as SecondLife®, SimCity®, strategy games such as Colonization®, Civilization®, first-person shooter games Call of Duty®, Grand Theft Auto®, simulation environments such as Flight Simulator®, X-Plane®, Gran Turismo®, etc., analysis of the effectiveness towards a user or a user group of the advertising that appears in the virtual environment can be desirable. Also, analysis of advertising effectiveness can be difficult due to the cost involved in conducting the analysis, the time involved in collecting and analyzing data, and the difficult decisions that have to be made regarding what data to collect, when to collect the data, and where to collect the data. Thus, there is a need in the art for a system and a method of analyzing advertising effectiveness in accordance with the present invention.
SUMMARYAccordingly, an exemplary device that analyzes advertising effectiveness can include an asset repository that stores a plurality of smart objects, an interface that accepts one or more smart objects from the plurality of smart objects, an event stream processor that receives information from the one or more smart objects and provides metrics based on the information from the one or more smart objects to determine advertising effectiveness, and a bind engine that receives information from the one or more smart and finds correlations between user behavior towards the one or more smart objects user traits, and identifies relationships to determine the advertising effectiveness.
An exemplary method of analyzing advertising effectiveness can include providing one or more smart objects with advertising; inserting the one or more smart objects into an interface; receiving information from the one or more smart objects; analyzing the information for particular predetermined combinations of user interactions, actions subsequent to the user interactions, or user interactions and actions subsequent to the user interactions; and if any particular predetermined combinations of user interactions, actions subsequent to the user interactions, or user interactions and actions subsequent to the user interactions are found, providing metrics or analytics based on the found predetermined combinations of user interactions, actions subsequent to the user interactions, or user interactions and actions subsequent to the user interactions, receiving information from at least one of the one or more smart objects, user profile data database, registration data database, and rewards and advertiser databases, analyzing the information for correlations between at least one of particular predetermined combinations of user interactions, actions subsequent to the user interactions, user interactions and actions subsequent to the user interactions, information user profile data database, registration data database, and rewards and advertiser databases, and identifying patterns and relationships based on said correlations and providing metrics or analytics based on said correlations.
Moreover, another exemplary method of changing marketing campaign is provided that can include the steps of selling a product in at least one of a real store or an online store; promoting the product with an advertisement campaign having characteristics; labeling interactive objects of a video game with a brand of the product and with brands of other competing products to generate interactive smart objects; receiving information at a computer system from an interface with the video game on the interactive smart objects; analyzing the information for particular predetermined combinations of user interactions, actions subsequent to the user interactions, or user interactions and actions subsequent to the user interactions of a user of the video game at the computer system; providing metrics or analytics based on said step of analyzing; receiving information from at least one of the interactive smart objects, user profile data database, registration data database, and rewards and advertiser databases at the computer system; analyzing the information for correlations between at least one of particular predetermined combinations of user interactions, actions subsequent to the user interactions, user interactions and actions subsequent to the user interactions, information user profile data database, registration data database, and rewards and advertiser databases; identifying patterns and relationships based on said correlations and providing metrics or analytics based on said correlations; and changing the characteristics of the advertising campaign based on results of said step of identifying patterns and relationships.
In addition, yet another method of providing product coupons is provided by the present invention. The method can include the steps of labeling an interactive object of a video game with a brand of the product to generate an interactive smart object, receiving information at a computer system from an interface with the video game on the interactive smart object and the user actions with the smart object, analyzing the information for particular predetermined combinations of the user interactions, actions subsequent to the user interactions, or user interactions and actions subsequent to the user interactions of a user of the video game at the computer system, providing metrics or analytics based on said step of analyzing, receiving information from at least one of the interactive smart objects, user profile data database, registration data database, and rewards and advertiser databases at the computer system, analyzing the information for correlations between at least one of particular predetermined combinations of user interactions, actions subsequent to the user interactions, user interactions and actions subsequent to the user interactions, information user profile data database, registration data database, and rewards and advertiser databases, identifying patterns and relationships based on said correlations and providing metrics or analytics based on said correlations, and providing a product coupon related to the brand to the user in a case said step of identifying has determined that the patterns and relationships indicate a high user interest towards the brand.
It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory and are intended to provide further explanation of the invention as claimed.
Other objects, advantages and salient features of the invention will become apparent from the following detailed description, which, taken in conjunction with the annexed drawings, discloses an exemplary embodiment of the present invention.
BRIEF DESCRIPTION OF THE DRAWINGSA more complete appreciation of the invention and many of the attendant advantages thereof will be readily obtained as the same becomes better understood by reference to the following detailed description when considered in connection with the accompanying drawings, wherein:
FIGS. 1aand1bshow a flowchart illustrating flow of information in a system of analyzing advertising effectiveness in accordance with an exemplary embodiment of the invention;
FIG. 2 is a flowchart illustrating flow of event stream processors in the exemplary embodiment shown inFIGS. 1aand1b;
FIGS. 3aand3bshow a flowchart illustrating game flow of information in the exemplary embodiment shown inFIGS. 1aand1b;
FIG. 4 is a flowchart illustrating game walkthrough in the exemplary embodiment shown inFIGS. 1aand1b;
FIGS. 5aand5bshow a flowchart illustrating developer flow of information in the exemplary embodiment shown inFIGS. 1aand1b;
FIG. 6 is a flowchart illustrating developer walkthrough in the exemplary embodiment shown inFIGS. 1aand1b;
FIGS. 7aand7bshow a flowchart illustrating advertiser flow of information in the exemplary embodiment shown inFIGS. 1aand1b;
FIG. 8 is a flowchart illustrating advertiser walkthrough in the exemplary embodiment shown inFIGS. 1aand1b;
FIG. 9 is a flowchart illustrating third party network metrics overall flow of information in the exemplary embodiment shown inFIGS. 1aand1b;
FIGS. 10ato10cshow exemplary representations of smart objects in a virtual space; and
FIG. 11 shows a schematic representation of a video game console or a computer that is configured with the system ofFIGS. 1aand1b.
DETAILED DESCRIPTIONReferring to the figures, a system10 is adapted to analyze advertising effectiveness. The system10 can have an interface, such as anentertainment interface23 in which a user can be presented with one or more smart objects in a digital environment. The smart objects can include or take the form of non-branded item, advertisements, branded products, or other forms of advertisements in the digital environment for example by the use of virtual three-dimensional rendered digital objects that are branded in a virtual space. Examplary screenshots of smart objects are shown with respect toFIGS. 10ato10c. When the user interacts with the one or more smart objects, at least one of the smart objects can record the interaction and transmit data about the interaction to the system10. The system10 can then analyze the user interaction with the smart object to provide a measurement of advertising effectiveness. Also, the system10 can analyze user interaction to generate demographical data on user interaction with objects, by taking into account user attributes such as age, gender, taxonomy classification from a thirdparty network API20.
Referring toFIGS. 1aand1b, the exemplary system10 can include theentertainment interface23, a smartobject package manager24, and anevent stream processor36. As will be described in greater detail below, theentertainment interface23 can provide an opportunity for electronic interaction, such as electronic interactions within a virtual environment like a video game. In the description that follows, the exemplary system10 is described as including anentertainment interface23 that comprises an electronic game for the sake of simplifying the description of the invention and clearly describing the invention. However, the invention is not meant to be limited to only electronic games. In other constructions, theentertainment interface23 can comprise an electronic simulation, virtual three-dimensional environment, streaming video provider, or some other form of electronic interaction.
The smartobject package manager24 can provide one or more smart objects in the electronic interaction. The one or more smart objects can be presented to the user in the form of a non-branded item, an advertisement, a particular branded item, a video clip, an audio clip, some combination of the aforementioned, or some other form that is related to determining the effectiveness of advertising. Some examples are given inFIGS. 10a-10c.For example, theentertainment interface23 can provide a video game in which several smart objects can appear as a soda can of a particular brand, a particular model of a car, a billboard advertisement, a music video clip, or some other object that can be related to advertising. However, the smart objects and system10 may not necessarily be limited to the use with advertising, but can be associated with a virtual environment having specific characteristics and traits that may cause a user to engage in behavioral patterns that can be analyzed, for example in a virtual training software for the training on the operation of certain real-world devices that need to be handled in a special way that corresponds to an ideal behavioral pattern or operational sequence in the real world. As an example, virtual training software can include, but are not limited to simulation software environments that can simulate rescue missions such as avalanche and earthquake rescue, the handling dangerous objects such as toxic waste and its management, the manipulation of weapons, the disarming of mines and other explosive devices, the operation and controlling of chemical processes in laboratories or manufacturing plants, the operation of complex machinery, the operation of a nuclear power plant, and the operation of complex and expensive systems. Items that appear and can be operated by the user in the virtual setting will thereby be associated to smart objects. The appearance, behavior, placement, use, and other similar aspects of each of the smart objects can be modified by the asset switch system or entertainment interface savedata database32 via a manager object24.4.
At least one of the smart objects can record different types of user interaction with one or more of the smart objects and can transmit the interaction to theevent stream processor36. Theevent stream processor36 can then analyze the user interaction with the one or more smart objects to determine the effectiveness of advertising. For example, a particular user interaction combined with a particular subsequent user action can be a metric for effectiveness of advertising. For example, smart objects preferably appear as virtual products and objects in a virtual environment and can be associated with advertising of a particular brand, and thereby the advertising will appear in the virtual environment to a user when the smart objects are perceptible by the user on the screen. The virtual products and objects can be manipulable with within the virtual environment by a user, for example a virtual “picking up” or by selecting, using, etc. The user is a real person operating an avatar or a virtual device representing the user or operated by the user in the virtual environment, but the user as a real person will be able to see the smart objects on a screen of the computer system once they appear in the field of view of the virtual environment that appears on a computer screen. The advertising of the virtual products and objects can appear in many ways, for example as audio, a 2D or 3D labels, logos, printed surfaces, engravings, video, 3D shaped icons, packaging labeling of a product, etc.
For example, when the user is operating an aircraft by a flight simulator software, it is possible that the user has to pass by a virtual store for refueling the aircraft with fuel and oil, and will have the choice of different branded oils and fuels. As an interaction, the user may inspect an oil can and its label, and as a subsequent action, the user may choose a particular brand for use for his aircraft by a purchase, or by passing the oil can to aircraft maintenance personnel. Similarly, in a car racing game such as Gran Turismo®, the user may first configure his car with different types of real-world engine brands, such as Ferrari®, Porsche®, Toyota®, different types of suspension sets such as Bilstein®, Monroe®, ZF-Sachs®, Koni®, etc. as a first interaction with the smart object at a configuration page representing a car shop. Once the car is configured, the user may share comments to other racers in the game on this enthusiasm, indifference, or criticism on the product choice, or may go back to the car shop, as a subsequent action. It is possible that the game is connected to a social media network such as Facebook®, Twitter®, Google+®, MySpace®, Friendster®, or a network that is proprietary to the game, or the console the game is running on.
Within a military domain, a user may interact with improvised explosive devices (IED) in a virtual environment as a simulated training exercise. A user's goal may be to detect and disarm an IED similar to how a soldier would in a real-life situation. In the simulation, a user may detect or identify an object as an IED and interact with the object by accessing a virtual tool belt with available items and approaches, and select the one he thinks will disarm the IED. Thereby, the IED and the items of the tool belt are graphical representations of smart objects. These series of interactions may be assessed and aid in the training of soldiers in IED training exercises. Furthermore, interactions with object within different virtual environment simulated training exercises may influence object attributes in future exercises thereby increasing the task complexity, difficulty, environment location, etc.
As a further example, the smart object can appear as a soda can in a virtual environment of a particular brand for example in a first-person shooter game where the user has to replenish his energy levels, the user may interact with the soda can for a certain period of time, such as by holding and inspecting the soda can, and then the user may take a certain subsequent action with the soda can, such as sharing the brand of the soda can through a social network. In another example, in an investigation game a user interacts with a soda can and dusts it for fingerprints. The user may take a subsequent action with the soda can through a social network such as inviting a friend to help process the fingerprints at a virtual forensic laboratory. The friend's laboratory results may then be transmitted to the user through a social network.
In yet another example, it is possible that the user of a virtual world enters a grocery store for shopping and chooses the products based on the brands, just like in a real store. The user's interaction with the object could be the picking up of the object to put it in the cart, and the subsequent action could be the purchasing of the object at the virtual cash desk, and the subsequent use of the object in the virtual world. The user's interaction and subsequent action can be transmitted by the smart object that appears as the soda can. Theevent stream processor36 can then determine that the transmitted combination of user interaction and subsequent user action is a metric. For example, the combination of the holding and sharing the soda can may be determined to be a metric associated with consideration in an advertising return on objective funnel. Thereafter, several metrics can be combined to form analytics data that can be presented to advertisers, or other domains.
In another example, it possible that the user of a virtual world sports game may be given the option to be sponsored by a specific brand. The user's choice of brand can be followed up with a subsequent custom action specific to the game such as broadcasting the sponsorship choice through a social network. The action may be broadcast as a user “just got Nike to sponsor his basketball team.” In another example where a user is playing a strategy investigation game, the user may be required to use an HP® computer tablet to view a laboratory test results report of the analysis on an evidence item. The user may interact with the computer tablet by picking up, bringing closer to view, touching the screen with his finger and sending the report results to a friend on athird party network20 such as a social network. The action of sending the report to a friend may be broadcast to the friend on the social network as the “lab results have arrived and were sent from my HP® tablet.”
In another example, a user may enter a carnival virtual environment where he competes in a time-based challenge similar to the “Milk Bottle toss” game. The environment could be populated with Pepsi brand bottles where the user must try to toss as many rings around the bottles as possible with the provided rings. The results could be published to the user's third party network, such as a social network, indicating that he “landed 3 out of 5 rings around the Pepsi bottles in the toss game.” In yet another example, a user may be playing a game that requires him to observe a photograph and recreate the photograph by using a Canon Digital SLR® camera in the virtual environment. The user would need to navigate through the environment and find the location where the picture was taken. Similar to a real life Canon Digital SLR® camera, it is possible to use a variety of camera lenses to achieve a different depth of field. A user may be required to use a certain lens to match the photograph's depth of field appearance. By testing the various camera lenses on the virtual camera, the user would become informed about the camera and lens capabilities, thereby translating Canon® brand recognition to a metric.
The system10 can include aplatform registration12. Theplatform registration12 can be an interface for performing profile registration. The system10 can have several different types of users, such as the user of theentertainment interface23, a user that is an advertiser or related to an advertiser, a user that is a developer of an interface for theentertainment interface23, or some other user. Thus, theplatform registration12 can be in communication withregistration data database14, anadvertiser dashboard16, and auser dashboard22. For the user of theentertainment interface23, the profile registration can be facilitated by a third party. For example, a third party network member may be able to login with their third party network identity, for example a social network member may be able to login into the system10 with a social network identity. Thus, theplatform registration12 can be in communication with a third party network application programming interface (API)20, for example a social network API. The social media API can connect, but is not limited to Facebook®, Twitter®, Google+®, MySpace®, Friendster®, or can connect to a user network that is proprietary to a gaming console, such as Sony PlayStation®, Nintendo Wii®, Microsoft XBOX®, etc. or to a network that is part of the user group that has signed up for the game as a registered user. In the construction shown in the figures, profile registrations of advertiser users and developer users is not facilitated by any third party.
Theregistration data database14 can be in communication with theplatform registration12, theuser dashboard22, developerprofile data database45, the blend-interpret-decide (BIND)engine45, or both. Theregistration data database14 can store unique user identifiable data received from theplatform registration12. The unique user identifiable data can be real world user data and can include, but is not limited to, name, email address, physical address, gender, age, location, other identifiable data, for example data that allows to classify the user into a consumer group, or some combination of the aforementioned. For example, it is possible the user has identified himself as a hobbyist, car or motorbike enthusiast, sports lover associated with certain sports or geographic locations, music lover associated with certain genres, video game enthusiast, movies enthusiast, etc. The unique user identifiable data can be supplemented with additional data at a later time. In a construction wherein the system10 communicates with a thirdparty network API20, the unique user identifiable data can include data from a third party network, that may initially include, but is not limited to, name, email address, physical address, gender, age, location, other identifiable data, or some combination of the aforementioned. In such a construction, the initial unique user identifiable data can be supplemented with additional data with the user's consent. In the system10 shown in the figures, theregistration data database14 can be a database.
Theadvertiser dashboard16 can provide an interface that presents analytics data. Theadvertiser dashboard16 can be in communication with an advertiser dashboardmetrics data database42. Theadvertiser dashboard16 can provide an administrative console that allows management and defining of a specific product, product line, brand, or marketing campaign associated with smart objects. Theadvertiser dashboard16 can also be in communication with an advertiser dashboard savedata database48 that can store parameters for managing and defining the specific product, product line, brand, or marketing campaign associated with smart objects.
For example, a time-based marketing campaign may set a numeric value parameter associated with theasset switch system46 indicating the duration of a campaign. Another parameter may define the appearance of a smart object associated with a graphic texture asset retrieved from theasset repository50. Yet another parameter may define a promotion associated with a campaign. A promotion may be a reward presented to a user when a defined qualified marketing metric has been satisfied. Another parameter may define the monetary budget associated with a campaign. When the duration of a campaign has expired or the monetary budget has been reached by satisfying a qualified marketing metric, a parameter may be modified whereby initiating a change to the smart object appearance associated with a graphic texture asset retrieved from theasset repository50. Also, theadvertiser dashboard16 can be in communication with a developerprofile data database45. The developerprofile data database45 can include game developer categories that may be used as a basis for defining marketing campaign criteria. Categories may include, but not limited to type of game such as role playing game, first-person shooter, massively multiplayer online, genre such as action, action-adventure, sports, strategy, casual, age and content ratings such as adults, mature, early childhood, and teen.
Theadvertising dashboard16 can also be an interface for uploading user defined assets that can be associated with smart objects. Thus, theadvertising dashboard16 can be in communication with anasset repository50 that can store assets that can be associated with smart objects such as, but not limited to, a graphic texture, audio, and video.
Theadvertising dashboard16 can also be in communication with arewards system33. The advertiser user can thus manage a reward campaign through theadvertising dashboard16. For example, the advertiser user can create and manage a reward campaign for users based on a predetermined, defined, qualified marketing metric. The reward campaign details may be defined in real time. For example, the details of the reward campaign may include advertising dollars, product type, duration, target demographic, and other related campaign details. In another example, the products and advertising dollars may be shifted between games on the system10.
The system10 can be in communication with the thirdparty network API20. In the embodiment shown in the figures, theplatform registration12 is in communication with the thirdparty network API20. A social network can be an online service, platform, or site that can integrate with the system10. The social network can identify user data, such as, but not limited to, name, gender, age, location, and other user data. The social network can allow access to a social interaction, such as, but not limited to, “like” on Facebook, photos, send gift, friend request, some other system or method of social interaction, or some combination of the aforementioned. Thus, the social network can increase the engagement with the system10. Moreover, system10 can also be in communication with the thirdparty network API20 through a publicapplication programming interface21 orpublic API21. In the embodiment shown in the figures, theuser dashboard22 can be in communication with the thirdparty network API20 through thepublic API21. Thepublic API21 can be a publicly available interface for sharing data between the system10 and the social network.
Theuser dashboard22 can be in communication with theplatform user registration12, thepublic API21, theentertainment interface23, theregistration data database14, and a rewardssystem data database35. Theuser dashboard22 can be an interface that allows management of user's related content, for example, but not limited to leaderboards, rankings, virtual goods, and classifications. Theuser dashboard22 can also include a list of entertainment interfaces, such as games associated with the user, social networks associated with the user, social network communications associated with the user, and rewards associated with the user. The social network communications can include invitations to friends to play a game. The rewards can include coupons. Theuser dashboard22 can be an interface that allows the user to access therewards system33 to manage rewards.
Theentertainment interface23 can be an interface, a platform, or a combination of an interface and a platform. Theentertainment interface23 can be in communication with a smartobject package manager24, theuser dashboard22, and adeveloper dashboard25. Theentertainment interface23 can be used by a user to input interactions, relevant data identification, or some other information. In alternate constructions of the system10, theentertainment interface23 can comprise a video game engine, an over-the-top service provider such as a streaming video provider, a cable provider interface, or some other type of electronic interaction. Theentertainment interface23 can be in communication with the thirdparty network API20. Thus, theentertainment interface23 can be a portal to the social network.
The smartobject package manager24 is configured to be in communication with theentertainment interface24, amaster data database34, and theasset switch system46. The smartobject package manager24 can be a unit or a system that includes a collection of objects. The objects can include an editor manager object24.1, an asset controller object24.2, a smart object24.3, and a manager object24.4. The objects can receive, transmit, or receive and transmit directed actions to the system10.
The editor manager object24.1 can be an object that, at edit time, can facilitate the placement of the smart object24.3 inside the development environment editor. The editor manager object24.1 can retrieve wireframe assets from theasset repository50. At runtime initialization or game play, the editor manager object24.1 retrieves the asset controller object24.2 and the manager object24.4.
The asset controller object24.2 can be an object that, at runtime initialization, can retrieve assets from theasset repository50 via theasset switch system46. The asset controller object24.2 can initialize the retrieved assets with attributes. The attributes can include, but is not limited to, positioning coordinates, texture, audio, video, supplemental scripts, or other attributes. After initialization, the asset controller object24.2 can destroy itself and the editor manager object24.1, thus leaving only the manager object24.4. Assets from theasset repository50 may be user defined via theadvertiser dashboard16 or as an influenced response to a call to action of a smart object24.3. An advertiser user can specify via theadvertiser dashboard16 an alternate asset to be used on a smart object24.3. The alternate asset can be another texture. For an influenced response to a call to action of a smart object24.3, within a game, for example, a user can interact with a computer of a particular brand and share the computer brand with a friend via a third party network, for example social network. Then, the asset controller object24.2 within the friend's game, at runtime initialization, can retrieve an asset from theasset repository50 influenced by the computer brand, such as a video advertisement. In another example, a user's interests on a third party network, for example social network, may also influence a smart object's24.3 attributes if the system recognizes that a user's social network interest is Coca-Cola®. The texture of a smart object24.3 in the form of a soda can may change as a result of the data, or combination of data.
The smart object24.3 can be an object that includes unique code capable of communicating with another smart object24.3. The smart object24.3 can also communicate with the manager object24.4, for example by sending and receiving data such as attributes. The smart object24.3 can be an audio object, a video object, a three-dimensional (3D) object, a two dimensional object (2D) object, or some other object. The smart object24.3 can monitor event data that is related to the object. For example, the smart object24.3 can monitor events, such as but not limited to, click object, pick up object, view object up close, time spent with the object, perform call to action on object As an example, share via social network or bookmark an object within a game, developer defined events, and others.
The manager object24.4 can be an object that, at runtime, can facilitate the receiving and transmitting of one or more smart objects24.3 data to the system10. The manager object24.4 can dynamically update one or more attributes of a smart object24.3. For example, the manager object24.4 can change an object type, texture, audio, video, positioning, or some other attribute of the smart object24.3.
Thedeveloper dashboard25 can be in communication with theplatform user registration12, thedeveloper dashboard data45, the developer dashboardmetrics data database44, and theentertainment interface23. Thedeveloper dashboard25 can be an interface for submitting games or some other electronic interaction to the system10. In one or more constructions of the system10, thedeveloper dashboard25 can be an administrative console that can manage and define a game's category. The game categories can include type of game, genre, rating, target audience, screen shot, and others. In one or more constructions of the system10, thedeveloper dashboard25 can be an interface whereby developer's game analytics data from a developer dashboardmetrics data database44 is represented. In one or more constructions of the system10, thedeveloper dashboard25 can be an interface whereby revenue generated from the developers' games is represented.
A domainspecific language30 can be a unique programming language designed for communication within the system10 and across multiple collections of data, such as smart objects data, filtered data, user registration data, and other data for uniform access to, the resources of system10. In the embodiment shown in the figures, the domainspecific language30 can include programming language for communication between a privateapplication programming interface31, theregistration data database14, the entertainment interface savedata database32, themaster data database34, the rewardssystem data database35, therewards system33, theBIND engine40, the advertiser dashboardmetrics data database42, the developerdashboard data database45, theasset switch system46, theevent stream processor36, the sifteddata database38, the developer dashboardmetrics data database44, themonetization system47, and the advertiser dashboard savedata database48.
An advertiser metric can be defined as a measurement of one or more qualified marketing metrics. A qualified marketing metric can be comprised one or more user interactions with smart objects and subsequent actions. A qualified marketing metric may be combined with other defined qualified marketing metrics resulting in a unique qualified marketing metric. An advertiser metric can be used to identify an advertiser's intended reach or objective to a target audience. For example, in a traditional marketing ecosystem, a qualified marketing metric, for example an advertiser's objective of a marketing campaign can be identified as consideration. This objective can be satisfied if a user interacts with multiple brands soda cans, and then makes a choice of a preferred brand by picking up the soda can and sharing the product brand with a friend on a third party network such as social network. A developer metric can be defined as a measurement of one or more qualified marketing metrics. A qualified marketing metric can include one or more user interactions with smart objects and subsequent actions, whereby the qualified marketing metric can be identified as an objective that can be used to aid in the monitoring of interactions with one or more smart objects for the purpose of improving game design. For example, a game may require a user to locate a key before opening a door, while the key and door are smart objects. Interactions with these smart objects can determine that the objective was not met and users end the game because they are spending too much time searching and have difficulty locating the key due to it's location.
The privateapplication programming interface31 orprivate API31 can be a private interface for sharing data between theentertainment interface23 and the system10. In the embodiment shown inFIGS. 1,3,5,7, and9, theprivate API31 can be the private interface between the smartobject package manager24 and theregistration data database14, the entertainment interface savedata database32, themaster data database34, the rewardssystem data database35, therewards system33,BIND engine40, the developerdashboard data database45, theasset switch system46, theevent stream processor36, the sifteddata database38, the developer dashboardmetrics data database44, themonetization system47, and the advertiser dashboard savedata database48.
TheBIND engine40 is configured to perform different tasks that include (a) the blending of data that is a combination of data from themaster data database34 and theregistration data database14, and sifteddata database38 and theregistration data database14, (b) to make queries to therewards system33 to determine if a promotional campaign reward has been presented, and to (c) make queries to theasset switch system46 for accessing an advertiser defined counter value that can be compared against a qualified user interaction than can be received from theevent stream processor36, or a qualified marketing metric that can be accessed from the advertiser dashboardmetric data database42, so that theBIND engine40 can determine if a marketing campaign has been completed. A qualified user interaction or qualified marketing metric could, in turn, trigger a relevant reward to a user based on a user's traits via therewards system33 if the marketing campaign has not been completed.
TheBIND engine40 may initiate an attribute change to a smart object based on a user's series of actions. A series of events or call to action with a branded smart object may indicate that a user has expressed affinity to the brand and subsequently change the appearance of a different smart object to a complimentary brand. For example, a user sees an Oral-B® dental floss smart object and inspects the item and its label bringing the field of view closer in the virtual environment. As a subsequent action, the user may choose the share the particular branded product with other users through a social network, thereby promoting the brand. TheBIND engine40 can instruct another smart object to take the appearance of a tube of Crest® toothpaste, a complimentary Procter & Gamble® brand.
BIND engine40 may also initiate an attribute change to a smart object24.3 based on a user's third party network traits prior to interacting with any smart objects24.3. For example, a user on Facebook® may log in to the system10 with their social network identity to play a game. The user's social network profile may indicate that he likes Country music, therefore when the user logs in to the system10 to play a game, a smart object24.3 may take the appearance of a TV showing a video of a featured Country music artist or song heard when walking into a virtual coffee shop. In another example, a user on Facebook® may log in to the system with their social network identity to play a game. The user's social network profile may indicate that he is 20 years old, lives in New York and likes horror movies. Therefore when a user logs in to the system to play a game, a smart object24.3 may take the appearance of a movie poster of an upcoming R-rated horror movie.
BIND engine40 may automatically initiate smart object marketing optimization processes based on interactive conditions within the user interface environment in order to preserve and/or improve the advertisers marketing objective results. For example, an advertiser marketing objective of “selection” could be monitored by theBIND engine40 via theevent stream processor36. If user interactions are not meeting the “selection” quota, a smart object23.4 in-game location attribute may be determined inadequate and subsequently theBIND engine40 may initiate an attribute change such as the location of a branded smart object within the entertainment interface to a location that has a higher historical probability of user “selection.” Additionally, theBIND engine40 may determine that a location of a different (generic) smart object has a higher concentration of user “selection” and therefore swap this generic smart object with the branded smart object or similar attribute.
In another example, demographic properties can be used as basis for the optimization process to achieve a marketing objective within a specific game or games. With a target marketing objective of “Awareness” among males ages 21-36, at the initialization of each game the BIND engine can determine a location within each selected game that has a highest concentration of active “Awareness” measurement in the target demographic (males ages 21-36) and automatically place the branded smart object into that location. The automatic relocation by optimization of branded smart object through the life cycle of an ad campaign can help the advertiser to meet their marketing objective.
A qualified user interaction can be defined as an event or interaction with one or more smart objects identified by an advertiser as a part of a reward campaign. For example, an advertiser may define, through theadvertising dashboard16, a bookmark event as a qualified user interaction in a reward campaign. In a game, a user can pick up a brand's soda can and choose to bookmark the brand for viewing at a later time. When the bookmark interaction occurs, theBIND engine40 can be notified and can compare an advertiser defined counter value against a bookmark qualified user interaction to determine if a marketing campaign is open and present a relevant reward to the user based on a user's traits. In another example, an advertiser may define consideration as a qualified marketing metric in a reward campaign. In a game, a user can interact with multiple brands soda cans, and then make a choice of a preferred brand by picking up the soda can and sharing the product brand with a friend on a third party network such as social network. When all interactions have been completed followed by the share interaction, theBIND engine40 can be notified and can compare an advertiser defined counter value against a consideration qualified marketing metric that can be accessed from the advertiser dashboardmetric data database42 to determine if a marketing campaign is open and present a relevant reward to a user based on a user's traits.
The blended results of (a), (b), and (c) can be algorithmically interpreted and a decision parameter can be generated based on an algorithm that can be transmitted as a signal to theasset switch system46 to initiate a change to any of the attributes of the smart objects24.3. Moreover,BIND engine40 is configured to blend accounts with user's traits that include user profile data entries ofuser dashboard22, registration data from theregistration data database14, data from the thirdparty network API20, activities with theentertainment interface23, activity with the smart objects24.3, rewards and advertiser campaigns. TherebyBIND engine40 can employ a neural network or fuzzy logic to find correlations between user behavior towards the virtual product and user traits, and identify patterns and relationships. For example, a pattern or series of events with a smart object may define a consideration metric. A user sees a smart object soda can and inspects the item and its label bringing the field of view closer in the virtual environment. As a subsequent action, the user may choose the share the particular branded product with other users through a social network, thereby promoting the brand.
Furthermore if the user has displayed multiple instances of similar behavior such as sharing a product brand with other users, a pattern may emerge indicating that the user has a high affinity of promoting a brand. A relationship may be formed between users and advertisers by interacting with smart objects. For example, a user forms a relationship with Coca-Cola® if the user interacts with the brand's soda can by picking it up to view up close and share the brand with a friend via a social network. Because the user initiated a subsequent action with the brand that included a friend, a relationship can be formed between the brand and the friend, and also the user, brand, and friend.
TheBIND data database41 can be in communication with theBIND engine40. TheBIND data database41 can store the patterns and relationships data identified by theBIND engine40.
The advertiser dashboardmetrics data database42 is configured to make data available to theadvertiser dashboard16 for the purpose of analytics reporting. Thedatabase42 may include qualified marketing metric for identifying the multiple stages within a marketing life cycle. The stages are used as a basis for defining a specific product, product line, or brand marketing campaign. The developer dashboardmetrics data database44 includes data that is made available to thedeveloper dashboard25 for the purpose of analytics reporting. This data includes performance data on smart objects24.3 that allows a developer to monitor object inclusion in theentertainment interface23 and participation in advertiser marketing campaigns.
The entertainment interface savedata database32 can be in communication with the smartobject package manager24. The entertainment interface savedata database32 can store information about a state of the user within theentertainment interface32. For example, if theentertainment interface23 includes a video game, the entertainment interface savedata database32 can store video game data that may include save game information, current level, points, virtual currency, and other data related to the video game and the user's performance and gaming history. The entertainment interface savedata database32 can also store data for one or more smart objects24.3 used during game initialization, such as the number of smart objects24.3 in a game, coordinates, and other data related to the smart objects24.3.
Therewards system33 can be in communication with theuser dashboard22, theadvertiser dashboard16, the rewardssystem data database35, and theBIND engine40. Advertiser users can create and manage promotional campaign rewards for users based on a predetermined, defined, qualified user interaction or qualified marketing metric. Therewards system33 can be in communication with theBIND engine40 that can receive data from a smart object24.3 for the predetermined, defined qualified user interactions or query the advertiser dashboardmetric data database42 for the predetermined, defined, qualified marketing metric and can present the reward to theuser dashboard22. For example, the advertiser user can offer discount coupons as a reward to a user if the metric associated with consideration in an advertising return on objective funnel has been satisfied. As an alternative, the advertiser user can define special promotions that are related to the virtual environment the user was using, for example, the user could be rewarded with additional gaming credit for the game, products of the company could be mailed to the user that are cross-branded with the company and product logo, but also with the name of the virtual environment, etc. In another example, the user could be rewarded with a digital music download coupon code for interacting with a company branded virtual environment. For instance, a user may walk into a Starbucks® coffee shop, select their favorite beverage and share it with a friend on a social network. As a result, they user may be rewarded with a digital music download coupon code of a Starbucks featured artist. Therewards system33 can also interface to theuser dashboard22 where users can view and redeem available promotional campaign offers.
Therewards system data35 can be in communication with therewards system33 and with theuser dashboard22 and theadvertiser dashboard16 through therewards system33. Therewards system data35 can receive data from theuser dashboard22 oradvertiser dashboard16 through therewards system33.
Themaster data database34 can be in communication with the smartobject package manager24, theevent stream processor36, and the developerdashboard metrics data44. Themaster data database34 can receive data from one or more smart objects24.3 within theentertainment interface23, thirdparty network API20,asset repository50, andregistration data database14. Themaster data database34 can store smart object events received from the smartobject package manager24, such as game identification, player identification, object identification, visibility time or the time an object is viewable on a screen, interaction time, interaction type, time count from first appearance of object until user interaction with object, and other data related to the smart object24.3. The interaction time can be, for example, the time spent viewing the smart object24.3. The interaction type can be, for example, click, closer camera view, throwing an object, an event that precedes a call to action such as a social network interaction. Also, the master data database can have entries or references to thirdparty network API20,asset repository50, andregistration data database14.
Theevent stream processor36 is configured to be in communication with themaster data database34 the sifteddata database38,BIND engine40,asset switch system46, andmonetization system47. Theevent stream processor36 can accept parameters and can identify one or more events within theentertainment interface23. Theevent stream processor36 can send the identified one or more events to the sifteddata database38. The one or more events to be identified can be updated by creating new definitions for the one or more events to be identified. Thus, new data can be formed from themaster data database34 to be transmitted to the sifteddata database38 as new qualified metrics. The new metrics can be, but is not limited to, awareness, knowledge, consideration, selection, some other portion of an advertising return on objective funnel or other domain such as but not limited to educational, military, medical, and others.
For example, the metrics can be an algorithm that analyzes a duration of pick-up of the virtual object by the user as a first interaction, and whether within a certain time frame the user had other alternative products available that are functional equivalents, but from different brands. Also, the subsequent action can be analyzed, by storing the timing value it takes until the user actually uses the virtual object for a certain purpose. Such timing values are stored for many different users in the advertiser dashboard metrics data database43, for example from different uses of the virtual environment. Theevent stream processor36 is configured to execute metrics algorithm that can analyze the stored timing to see if this user reached qualified metric, or objective, such as consideration in using the product in a time frame followed by a subsequent action.
Theevent stream processor38 can also send the identified one or more events to theBIND engine40. The one or more events to be identified can be updated by creating new definitions for the one or more events to be identified. The, new data can be formed from themaster data database34 to be transmitted to theBIND engine40 as new qualified user interactions. The new qualified user interactions can be, but is not limited to click, bring closer in view, drop, share, bookmark, trigger point, and others.
Theevent stream processor38 can identify one or more events and send data to theasset switch system46 to modify a user defined counter. In addition,event stream processor38 can also identify one or more events and send data to themonetization system47 to modify an advertiser campaign. For example, the qualified user interaction can be identified by an algorithm that analyzes events initiated by a user interacting with a virtual object such as picking up a coffee cup to view closer, and whether one of the events is a defined qualified user interaction. Events defined as qualified user interactions can send data to an asset switch system defined counter andmonetization system47 indicating that marketing campaign qualification has been met. Similarly, event defined as qualified user interactions can be transmitted to theBIND engine40 to present a reward to a user if theBIND engine40 determines if a reward and campaign are available. Theevent stream processor36 is configured to execute an algorithm that can analyze the events to see if a user initiated a qualified user interaction.
Theevent stream processor36 can include a quantification/decision engine designed to analyze the data from theentertainment interface23, the thirdparty network API20,master data database34, andregistration data database14. Based on this data, theevent stream processor36 is configured to present qualified metric results, which can be defined by an advertiser user, to the advertiser dashboardmetrics data database42. Also, theevent stream processor36 can present definitive events identified as qualified user interactions, for example based on a definition in filtering module36.4, frommaster data database34 toBIND engine40.
Referring toFIG. 2, theevent stream processor36 is shown. Theevent stream processor36 can include an extract, transform, load element36.2 or ETL36.2, a filtering module36.4, and a decision engine36.6. The ETL element36.2 can be in communication with themaster data database34 and the filtering module36.4. The ETL element36.2 can receive data from themaster data database34 and extract relevant data. The ETL element36.2 can transmit the relevant data to the filtering module36.4.
The filtering module36.4 can be in communication with the ETL element36.2 and the decision engine36.6. The filtering module36.4 can include definitions of events. The definitions of events can form a list of qualified metrics that can be useful for analyzing advertising effectiveness. For example, a series of events and/or interactions can be defined as a qualified event. In a virtual environment, a user may view a soda can, pick it up to view up close, then share it with a user on a third party network such as a social network. This series of interactions can be a metric. The filtering module36.4 can transmit the definitions of events to the decision engine36.6.
The decision engine36.6 can be in communication with the filtering module36.4 and sifteddata database38. The decision engine36.6 can parse the relevant data from themaster data database34 by using the definitions of the filtering module36.4. The parsed data can then be transmitted to the sifteddata database38 by the decision engine36.6.
The sifteddata database38 can communicate with theevent stream processor36 or the decision engine36.6 of theevent stream processor36. The sifteddata database38 can storemaster data database34 processed by theevent stream processor38, identified as qualified marketing metrics. The sifteddata database38 can be a database. In the embodiment shown in the figures, the sifteddata database38 can store smart object events received from the smartobject package manager24, such as game identification, player identification, object identification, visibility time or the time an object is viewable on a screen, interaction time, interaction type, time count from first appearance of object until user interaction with object, and other data related to the smart object24.3. The interaction time can be, for example, the time spent viewing the smart object24.3. The interaction type can be, for example, click, closer camera view, throwing an object, an event that precedes a call to action such as a social network interaction. This can be considered “raw” event data that will be stored inmaster data database34, however some of this data might also be present in sifteddata database38 depending on the level of detail to be included in advertiserdashboard metrics data42.
Returning toFIGS. 1aand1b, the system10 can include the advertiser dashboardmetrics data database42. The advertiser dashboardmetrics data database42 can be in communication with the sifteddata38, theadvertiser dashboard16,BIND engine40, andBIND data database41. The advertiser dashboardmetrics data database42 can include data made available from the sifteddata database38 and theBIND data database41 for theadvertiser dashboard16 for the purpose of analytics reporting. The advertiser dashboardmetrics data database42 can be in communication with theBIND engine40 to determine when a marketing campaign has been completed. The qualified marketing metric can, in turn, trigger a reward to a user via therewards system33 if the user or user's interaction initiated the qualified marketing metric. For example, a user can be awarded a reward such as, but not limited to unlocking restricted game level, virtual goods, coupons for real stores that are associated with the marketing, downloadable content such as music, books, screensavers, wallpapers, ringtones, video clips, movies. The advertiser dashboardmetrics data database42 can be in form of a network-accessible database.
The developer dashboardmetrics data database44 can be in communication withmaster data database34 anddeveloper dashboard25. The developer dashboardmetrics data database44 can include data made available for thedeveloper dashboard25 for the purpose of analytics reporting of smart object performance data and participation in advertiser marketing campaigns. Also, developer dashboardmetrics data database44 can be in form of a network-accessible database.
The developer profile savedata45 can be in communication with theregistration data database14, thedeveloper dashboard25, and theadvertiser dashboard16. The developer profile savedata database45 can store developer defined categories associated with a game. The developer defined categories can include the type of game, the genre, rating, target audience, screen shot, and other categories related to a game. The developer profile savedata database45 can be in form of a network-accessible database.
The advertiser dashboard savedata database48 can be in communication with theadvertiser dashboard16. The advertiser dashboard savedata database48 can receive data from theadvertiser dashboard16 concerning a product, a product line, a brand, or a marketing campaign associated with a smart object24.3. The advertiser dashboard savedata48 can be in form of a network-accessible database.
Theasset switch system46 can be in communication with theasset repository50, the smartobject package manager24, theadvertiser dashboard16, and theBIND engine40. Theasset switch system46 can receive and process an electronic signal transfer that can change the attributes of a smart object24.3. The attributes of a smart object24.3 that can be changed include, but are not limited to, a texture, a video, an audio, an object, and other similar changeable attributes of a smart object24.3.
Theasset switch system46 can communicate withBIND engine40 to determine if qualified marketing metrics have been presented and meets counter criteria. Theasset switch system46 can also communicate with theevent stream processor36 to determine if qualified user interactions have been presented and meet counter criteria. Theasset switch system46 can include a user defined counter that triggers an asset switch processor to initiate a change to an attribute of a smart object24.3. The set of attributes can be influenced by resulting data interpreted by theBIND engine40. For example, the counter can trigger a change in the texture, video, audio, or object related to the smart object24.3. If a count is not defined, the smart object24.3 can inherit a default set of attributes, such as a generic texture, video, audio, or some other attribute.
Theasset repository50 can be in communication with theasset switch system46 and theadvertiser dashboard16. Theasset repository50 can be a storage location from which brand related assets may be retrieved and inserted into a smart object24.3 within theentertainment interface23. Theasset repository50 is configured to receive instructions fromasset switch system46.
Themonetization system47 can be in communication with theevent stream processor36, thedeveloper dashboard25, and theadvertiser dashboard16. Themonetization system47 can be a transaction and revenue system that can receive and distribute advertiser campaign revenue generated among value chain entities. For example, it is possible that the video game manufacturer Rockstar Games of the video game Grand Theft Auto® will receive a contribution from the Pepsi® company virtual marketing campaign, because it has decided to place Pepsi® smart objects into the game and have the smart objects analyzed by system10, and a portion of the revenue that can be attributed to the marketing campaign can be distributed to Rockstar Games based on defined terms and conditions that are decided in the monetization system. Value chain entities can include the system10, the developer, and the distributor. The campaign revenue can be defined in theadvertiser dashboard16.Monetization system47 is also configured to be in communication with theevent stream processor36 to determine if a qualified user interaction has been satisfied. When a qualified user interaction has been satisfied, a percentage share of the campaign revenue can be allocated to each value chain entity.
As another example, Electronic Arts (EA) could have multiple brands, for example but not limited to Ford®, Mountain Dew®, HP® Desktop, Starbucks®, Tide®, or copyrighted music and video clips, and sequences of copyrighted movies, jingles, etc. in a single game. The game developer EA could earn a portion of the advertising revenues from each brand or from revenue generated based on the visualization of copyrighted material that is later purchased as defined on the terms and conditions decided in the monetization system that is based on a contract between the brand owners and the game developer EA. Yet another example, a single brand, like Coke-Cola® could advertise the brand in several different online games that are created by independent game developers. Each independent game developer could earn advertising revenue from the Coke-Cola® brand, in exchange for allowing CocaCola® placing their brand as smart objects into the games.
The system10 can thereby be used for many real-world product and service promotion and marketing activities, either as a tool to market real products or services directly via their appearance as smart objects24.3 in virtual environments as described above, or as a tool for market research and behavioral study on selected branded objects for products or services.
For example, a beverage company could design or modify a marketing plan for a new beverage product based on their experience they gained from system10 and multiple users of different virtual environment video games, such as SimCity® and GrandTheftAuto®. For this purpose, owner or licensee of the new or existing beverage brand, for example a new health energy drink called “DrinkFit,” contracts with video game manufacturers of SimCity® and GrandTheftAuto® to place the DrinkFit product into the game as a beverage. Assuming that DrinkFit is owned by a company having several other beverage brands, these brands could also be placed in the video games as smart objects, based on the same contract. Next, the beverage brand owning company or the game manufacturer could design a special game task for the game users that involves interaction with the beverages, for example, the avatar of the game gets thirsty and needs to still its thirst by accessing a vending machine, a counter, a store, supermarket, etc. that presents several beverages. Additional virtual marketing material, such as, but not limited to, radio commercials, television commercials, posters, labels could also appear in the video games as promotion for the new DrinkFit beverage. The virtual marketing material can be based on graphic, video and audio designs that fit the marketing plan. These additional objects could be mere visual and/or audio background, but can also be smart objects24.3 themselves.
Thereafter, users will play the video games with the new tasks incorporated that related to the beverages, as mentioned the need of the avatar to still its thirst after a certain period of action. Next, system10 would be able to track and store the user interaction and subsequent interactions with the smart objects23.4, and be able to compare these interactions with the interactions with the other branded beverage smart objects. In addition, viaentertainment interface23, system10 would be able to access for each user that engaged with the branded smart objects24.3 his or heruser profile22. This allows generating an interest profile of the typical user that engaged in the new DrinkFit beverage, as compared to the use of the classic, already existing beverages that appeared in the video game.
Based on the thus generated interest profile of a gamer that engaged with the beverage DrinkFit, valuable marketing data can be generated for a typical target consumer for the new DrinkFit beverage in the real world. Although these marketing data is merely representative of a video gamer that may represent a limited audience for the real world marketing, with statistical analysis on the user profiles and the generated interest profile it is still possible to extrapolate indicators on the typical real world target consumers. For example, while the average gamer may be of relative young age, this general interest profile could be normalized to fit the general population demographics, as a normalized interest profile. Also, a database entry of a gamer that is nearly gaming his entire free time may be a less relevant in deciding marketing campaigns for the real world, as compared to a user that is more active in the real worlds, and therefore can be classified in a group of user of a lesser taxonomy for the statistical interpolation. Next, based on these determinations of the target consumer audience, the initial marketing plan for DrinkFit is compared to the actual user interest during the video game, and the initial marketing plan is adapted based on these results. For example, the initial marketing plan may have foreseen to sell the DrinkFit product to a target consumer that is health conscious, engages in regular leisure sports activity, in an age range from 16-45, and does not like the traditional energy drinks such as Red Bull® and Five-hour Energy® too much, due to the long term health risks and the high caffeine content, and is generally an outdoorsy person. The normalized interest profile then confirms that the average gamer is a outdoorsy person, however, the normalized interest profile also shows that the average user that engaged with DrinkFit is an extreme sports fan, is between 14-25, and is less concerned about long term health effects, the marketing plan can be adapted to better reflect this outcome. For example, the target age could be changed, appearance of the advertising material could be altered, sales distribution channels could be changed to be easier accessible to the extreme sports followers, and promotional activities could be redefined. For example, instead of initiating the product in the health-conscious Whole Foods® stores, the product could be presented at extreme sports events in urban centers, such as a BMX event, skateboarding contents, etc. Also, it is possible that a totally new marketing plan for marketing the real world is designed based on the feedback received from the virtual product launch in the video games.
Also, for additional marketing of products that already exist on the market, products could be placed into video games for online and virtual world product presence as smart objects24.3, but the users of the video games can be rewarded by real product or service coupons and promotions that are issued to the user. For example, a game developer for the above-mentioned games could contract with PepsiCo and CocaCola company to put some of their branded beverages in the video games as smart objects, together with virtual marketing material. Also, a special game task that involves interaction with the beverages can be designed and implemented.
Next, individual gainers that interacted with a particular brand with a predetermined intensity of frequency can be rewarded by a coupon, store credit, etc. For example, a real paper coupon can be sent to the user at his real address, after a screen has prompted him to enter his real address, or his real address is available in theuser profile database22. As an alternative to the mail delivery of real coupons, some samples, for example a six-pack of cans of the promoted brand, can be directly sent to the user at his home address, or can be made available at a local store for pick-up. Special filters could also be implemented at therewards system33, for example that only a user that fits a certain target marketing audience gets rewarded with the coupons, based on a profile of the user fromuser profile database22.
Referring toFIGS. 3aand3b, a flow chart of game flow of information is shown. The communication paths that are relevant are shown in solid lines, while the communication paths that are not relevant for the game flow of information are shown with dotted lines. In the embodiment shown in the figure, theplatform user registration12 can be in communication with the thirdparty network API20 if registration is completed through the social network. Alternatively, theplatform user registration12 can be in communication with theuser dashboard22 if registration is completed through the system10. Whether registration is completed through the social network or registration is completed through the system10, theplatform user registration12 can be in communication with theregistration data database14.
Theuser dashboard22 can be in communication with theregistration interface12, theentertainment interface23, and therewards system33. Theentertainment interface23 can be in communication with the smartobject package manager24. The smartobject package manager24 can be in communication with theasset switch system46. Theasset switch system46 can be in communication with theasset repository50. The smartobject package manager24 can also be in communication with the entertainment interface savedata32 and themaster data database34. Therewards system33 can be in communication with therewards system data35.
As described above, themaster data database34 can be in communication with theevent stream processor36. Theevent stream processor36 can process data from themaster data database34 to provide sifted analytics data to the sifteddata database38. Theevent stream processor36 can also be in communication with the sifteddata database38. The sifteddata database38 can be in communication with the advertiser dashboardmetrics data database42. The advertiser dashboardmetrics data database42 can be in communication with theadvertiser dashboard16,BIND engine40, andBIND data database41. Themaster data database34 can be in communication with developer dashboardmetrics data database44. The developerdashboard metrics database44 can be in communication with therewards system33.
Referring toFIG. 4, a flow chart illustrating game walkthrough is shown. In the embodiment shown in the figure, to begin a game, a user can begin with theplatform user registration12. Theplatform user registration12 can be in communication with theregistration data database14. If the registration is completed through a social network, theplatform user registration12 can be in communication with the thirdparty network API20, which can be in communication with theuser dashboard22 through thepublic API21. If the registration is completed through the system10, theplatform user registration12 can be in communication with theuser dashboard22. Regardless of the path for registration, theuser dashboard22 can be in communication with therewards system33 which can be in communication with the rewardssystem data database35.
After registration, theuser dashboard22 can also be in communication with theentertainment interface23 to start, for example, a game. After the game has started, the smartobject package manager24 can load smart objects into the game. The smartobject package manager24 can be in communication with theasset switch system46. Theasset switch system46 can be in communication with theasset repository50. The smartobject package manager24 can also be in communication with the entertainment interface savedata database32.
As the user interacts with at least one of the smart objects, the at least one smart object can transmit smart object data to themaster data database34. Theevent stream processor36, which can be in communication with themaster data database34, can analyze the master data to provide qualified user interactions data to theBIND engine40 orasset switch system46, or sifted analytics data to the sifteddata database38.
The sifteddata database38 can transmit the sifted analytics data to the advertiser dashboardmetrics data database42 or theBIND engine40. The advertiser dashboardmetrics data database42 can be in communication with theBIND engine40, orBIND data database41, or all of the aforementioned.
TheBIND engine40 can be in communication with theasset switch system46. TheBIND engine40 can also be in communication with theasset repository50.
Referring toFIGS. 5aand5b, a flow chart of developer flow of information is shown. The communication paths that are relevant are shown in solid lines, while the communication paths that are not relevant for the developer flow of information are shown with dotted lines. In the embodiment shown in the figure, theplatform user registration12 can be in communication with thedeveloper dashboard25 because the registration is a developer registration. Theplatform user registration12 can also be in communication with theregistration data database14. Theregistration data database14 can be in communication with the developerprofile data database45.
Thedeveloper dashboard25 can be in communication with the developerprofile data database45, theentertainment interface23, the developer dashboardmetrics data database44, and themonetization system47.
Theentertainment interface23 can be in communication with smartobject package manager24, which can be in communication with the entertainment interface savedata database32, themaster data database34, theBIND engine40, and theasset switch system46 through theprivate API31. Themaster data database34 can be in communication with theevent stream processor36, which can be in communication with the sifteddata database38. The sifteddata database38 can be in communication with the advertiser dashboardmetrics data database42. The advertiser dashboardmetrics data database42 can be in communication with themonetization system47 and theadvertiser dashboard16.
Referring toFIG. 6, a flow chart illustrating developer's walkthrough is shown. In the embodiment shown in the figure, a developer user can begin at theplatform user registration12. Theplatform user registration12 can be in communication withregistration data database14, which can be in communication with the developerprofile data database45. Theplatform user registration12 can also be in communication with thedeveloper dashboard25 because the registration is a developer registration, and thedeveloper dashboard25 can be in communication with the developerprofile data database45. Thedeveloper dashboard25 can also be in communication with the developer dashboardmetrics data database44 and themonetization system47.
After registration, thedeveloper dashboard25 can be in communication with the game editor of theentertainment interface23. The game editor of theentertainment interface23 can be in communication with the smartobject package manager24, and the smartobject package manager24 can be in communication with the game savedata database32 and theasset switch system46. Theasset switch system46 can be in communication with theasset repository50, theadvertiser dashboard16, the developer dashboardmetrics data database44, and themonetization system47.
The smartobject package manager24 can also be in communication with smart object data. The smart object data can be in communication with themaster data database34, which can be in communication with theevent stream processor36 and sifteddata database38. The sifteddata database38 can be in communication with the advertiser dashboardmetrics data database42, which can be in communication with theBIND engine40, theadvertiser dashboard16, themonetization system47, and thedeveloper dashboard25. Themonetization system47 can be in communication with the advertiser dashboardmetrics data database42, theadvertiser dashboard16, and thedeveloper dashboard25. For example, in a game play scenario a first person shooter must drive a car to proceed in a game by choosing an automobile among a choice of various brands. The single interaction of selecting an automobile can be a qualified user interaction and trigger a reward to the player. The series of interactions leading up to and including the automobile choice can be identified as an advertiser metric.
Referring toFIGS. 7aand7b, a flow chart of advertiser flow of information is shown. The communication paths that are relevant are shown in solid lines, while the communication paths that are not relevant for the advertiser flow of information are shown with dotted lines. In the embodiment shown in the figure, theplatform user registration12 can be in communication with theadvertiser dashboard16 because the registration is an advertiser registration. Theplatform user registration12 can also be in communication with theregistration data database14. Theregistration data database14 can be in communication with the developerprofile data database45.
Through theprivate API31, theadvertiser dashboard16 can be in communication with the advertiser dashboard savedata database48, the developer dashboardmetrics data database44, theasset switch system46, theasset repository50, themonetization system47, the developerprofile data database45, and the rewardssystem data database35 through therewards system33.
Theasset switch system46 can be in communication with the smartobject package manager24. The smartobject package manager24 can be in communication with theentertainment interface23, the entertainment interface savedata database32, themaster data database34, and theasset switch system46 through theprivate API31. Themaster data database34 can be in communication with theevent stream processor36, which can be in communication with the sifteddata database38. The sifteddata database38 can be in communication with the developer dashboardmetrics data database44. The developer dashboardmetrics data database44 can be in communication with themonetization system47, therewards system33, theasset switch system46, and theadvertiser dashboard16. Theasset switch system46 can be in communication with theasset repository50, theadvertiser dashboard16, the developer dashboardmetrics data database44, and the smartobject package manager24. Therewards system33 can be in communication with the rewardssystem data database35, the developer dashboardmetrics data database44, and theadvertiser dashboard16.
Referring toFIG. 8, a flow chart illustrating advertiser's walkthrough is shown. In the embodiment shown in the figure, an advertiser user can begin at theplatform user registration12. Theplatform user registration12 can be in communication withregistration data database14, which can be in communication with the developerprofile data database45. Theplatform user registration12 can also be in communication with theadvertiser dashboard16 because the registration is an advertiser registration, and theadvertiser dashboard16 can be in communication with the developerprofile data database45.
After registration, theadvertiser dashboard16 can also be in communication with the developer dashboardmetrics data database44 and themonetization system47. Furthermore, theadvertiser dashboard16 can be in communication with theasset switch system46, theasset repository50, and the advertiser dashboard savedata database48.
The developer dashboardmetrics data database44 can be in communication with theasset switch system46, the sifteddata database38, theadvertiser dashboard16, themonetization system47, and therewards system33 andrewards system data35. The sifteddata database38 can be in communication with theevent stream processor36, which can be in communication with themaster data database34. Themaster data database34 can be in communication with the smart object data, which can be in communication with the smartobject package manager24. The smartobject package manager24 can, in turn, be in communication with theentertainment interface23, the game savedata database32, and theasset switch system46.
An exemplary method of analyzing advertising effectiveness can include providing one or more smart objects24.3. The method can also include inserting the one or more smart objects24.3 into anentertainment interface23. The method can then receive information from the one or more smart objects24.3. The information from the one or more smart objects24.3 can include user interactions with the one or more smart objects24.3 and actions related to the one or more smart objects24.3 subsequent to the user interactions with the one or more smart objects24.3. After receiving the information from the one or more smart objects24.3, the method can include analyzing the information for particular predetermined combinations of user interactions, actions subsequent to the user interactions, or user interactions and actions subsequent to the user interactions. If any particular predetermined combinations of user interactions, actions subsequent to the user interactions, or user interactions and actions subsequent to the user interactions are found, then the method can include providing metrics or analytics based on the found predetermined combinations of user interactions, actions subsequent to the user interactions.
As shown inFIG. 9, the third party network metrics cycle dashboard26 can provide an interface that presents analytics data. The third party network metrics cycle dashboard26 can be in communication with a third party network metrics cycledata database52. The third party network metrics cycledata database52 can be in communication with theBIND data database41. For example, analytics data from theBIND data database41 can be made available to the third party network metrics metric cycle data database26. Data may be presented to thethird party network20 via the third part network metrics cycle dashboard26 or directly to thethird party network20 via their respective API based on the parameters defined in the third party network metrics cycle dashboard26. The third party network metrics cycle dashboard26 can provide an administrative console that allows viewing of user's engagement data associated with a third party network user and smart objects that has been processed by theBIND engine40. The third party network metrics cycle dashboard26 also allows management and defining of third party network user attributes such as but not limited to demographic and taxonomy classification, or interests such as, but not limited to, a specific brands, products, music, or movies associated with a user and smart objects24.3. The third party network metrics cycle dashboard26 can also be in communication with an third party network metrics cycle dashboard savedata database54 that can store parameters for managing and defining the user attributes or interests associated with a user and smart objects from athird part network20.
The third party network metrics cycle dashboard savedata database54 can include user's demographic and personal interest parameters that may be used as a basis for defining analytics criteria. Parameters may include, but not limited to age, gender, location, educational institution, user defined groups, brand or product interests, music interests, hobbies, etc. For example, the third party metrics cycle data allows a third party network to analyze their users' engagement with a marketing campaign (brand/product, etc.) within thethird party network20 and across system10. This cycle of data is valuable for thethird party network20 to, for instance, validate their advertisers influence on users within their platform that participate in the system. As an example, a system user may login to the system10 via athird party network20 such as Facebook®. The user's Facebook® profile information such as brand interest (“Likes”) may influence a smart object24.3 to take on attributes associated with that brand. If a user interacts with a branded smart object24.3, the association of the user's interaction with the brand on the system and their affinity on Facebook® (“Like”) may lead to a unique metric. Also, this data may be cycled back to Facebook® as validation of a brand's participation on one or both of the platforms.
Athird party network20 may want to analyze their users' engagement with a specific brand or product within the third party network and the system. Additionally, athird party network20 may want to identify a group of users based on demographic data that has expressed interest in a specific brand on the third party network and has also engaged with the same brand's smart objects within the system. The third party network metrics cycle dashboard26 can be in communication with a third party network metrics cycledata database52. The third party network metrics cycledashboard data database52 can include user's interactions, behavior patterns and relationships with smart objects processed by the BIND engine or other data processed by the BIND engine.
Moreover, third party network metrics cycle dashboard26 can also be in communication with the thirdparty network API20 for the purpose of a third party network metrics user to gain access to the third party network metrics cycledata52 presented in the dashboard graphical user interface. Additionally, the third party network metrics cycledata database52 can be in communication with the thirdparty network API20 for the purpose of a third party network metrics user to gain access to the third party network metrics cycledata52 wherein data may be transmitted directly to the third party network's system.
As described above, an exemplary system10 that analyzes advertising effectiveness can include an asset repository that stores a plurality of smart objects, an entertainment interface that accepts one or more smart objects from the plurality of smart objects, and an event stream processor that receives information from the one or more smart objects and provides metrics based on the information from the one or more smart objects. The system10 can be constructed as a device that includes the asset repository, the entertainment interface, and the event stream processor.
All references, including publications, patent applications, and patents, cited herein are hereby incorporated by reference to the same extent as if each reference were individually and specifically indicated to be incorporated by reference and were set forth in its entirety herein.
For the purposes of promoting an understanding of the principles of the invention, reference has been made to the embodiments illustrated in the drawings, and specific language has been used to describe these embodiments. However, no limitation of the scope of the invention is intended by this specific language, and the invention should be construed to encompass all embodiments that would normally occur to one of ordinary skill in the art. The terminology used herein is for the purpose of describing the particular embodiments and is not intended to be limiting of exemplary embodiments of the invention. The use of the terms “a” and “an” and “the” and similar referents in the context of describing the invention (especially in the context of the following claims) are to be construed to cover both the singular and the plural, unless the context clearly indicates otherwise. In addition, it should be understood that although the terms “first,” “second,” etc. may be used herein to describe various elements, these elements should not be limited by these terms, which are only used to distinguish one element from another. It will also be recognized that the terms “comprises,” “comprising,” “includes,” “including,” “has,” and “having,” as used herein, are specifically intended to be read as open-ended terms of art. The words “mechanism” and “element” are used broadly and are not limited to mechanical or physical embodiments, but may include software routines in conjunction with processors, etc. No item or component is essential to the practice of the invention unless the element is specifically described as “essential” or “critical”. Furthermore, recitation of ranges of values herein are merely intended to serve as a shorthand method of referring individually to each separate value falling within the range, unless otherwise indicated herein, and each separate value is incorporated into the specification as if it were individually recited herein. The use of any and all examples, or exemplary language (e.g., “such as”) provided herein, is intended merely to better illuminate the invention and does not pose a limitation on the scope of the invention unless otherwise claimed. Finally, the steps of all methods described herein can be performed in any suitable order unless otherwise indicated herein or otherwise clearly contradicted by context.
For the sake of brevity, conventional electronics, control systems, software development and other functional aspects of the systems (and components of the individual operating components of the systems) may not be described in detail. Also, the invention may employ any number of conventional techniques for electronics configuration, signal processing and/or control, data processing and the like. The apparatus described herein may comprise a processor, a memory for storing program data to be executed by the processor, a permanent storage such as a disk drive, a communications port for handling communications with external devices, and user interface devices, including a display, keys, etc. The memory can store one or more databases and can be, and is not limited to, any volatile or non-volatile memory device such as a flash drive, hard drive, optical drive, dynamic random access memory (DRAM), static random access memory (SRAM), and any other suitable device for storing information and later information retrieval and use for data processing. Also, the processor can include, but is not limited to, one ormore hardware processors120 for performing data processing and able to access thememory110. Thehardware processor120 can be made of one or more central processing unit (CPU), digital signal processor (DSP), reduced instruction set computer (RISC), application specific integrated circuit (ASIC), complex programmable logic device (CPLD), field-programmable gate arrays (FPGA), parallel processor systems, or a combination of these different hardware processor types.
As shown inFIG. 11, system10 may be operative with a real worldgaming console platforms200 such as Sony Playstation®, PC or Apple Macintosh® based software, mobile based software, or gamer network. The smartobject package manager24 may be embedded in games acrossmultiple platforms200 to receive, transmit, or receive and transmit directed actions to the system10, via theInternet300 toentertainment interface23. System10 can implemented on one ormore servers100 that can be located remotely fromconsoles200, and may have access tovarious databases120 that can store the aforementioned databases. Also,server100 can read or have access to adata carrier110 that may store various software elements of system10. A game may include smart objects24.3 by placing them inside the development environment editor. A game may be compiled to include wireframe assets with a default set of attributes such as a texture to accommodate games lacking an available Internet connection to retrieve a texture from thesystem asset repository50. A game may include a local storage area on the gaming console, PC, Apple Macintosh®, mobile or gamer network device to store smart object24.3 data prior to transmitting to the system10. As further shown inFIG. 11,console200 may be equipped withkeyboard230 andgame controller220 for user interaction, and the game itself may be installed from adata carrier240, such as a CD-ROM, DVD-ROM, BlueRay disk, etc. viadisk drive250. It is also possible that the game is downloaded from theInternet300.Display210 is can be used for displaying the game or the virtual environment while the smart objects24.3 are used.
Where software modules are involved, for example but not limited to theBIND engine40,event stream processor36,rewards system33, smartobject package manager24,entertainment interface32, these software modules may be stored as program instructions or computer readable code executable by the processor on a non-transitory computer-readable media, random-access memory (RAM), read-only memory (ROM), CD-ROMs, DVDs, Blu-ray, magnetic tapes, hard disks, floppy disks, and optical data storage devices. The computer readable recording media may also be distributed over network coupled computer systems so that the computer readable code is stored and executed in a distributed fashion. This media can be read by the computer, stored in the memory, and executed by the processor. Where elements of the invention are implemented using software programming or software elements, the invention may be implemented with any programming or scripting language such as C, C++, Java, assembler, or the like, with the various algorithms being implemented with any combination of data structures, objects, processes, routines or other programming elements. Also, using the disclosure herein, programmers of ordinary skill in the art to which the invention pertains can easily implement functional programs, codes, and code segments for making and using the invention.
The invention may be described in terms of functional block components and various processing steps. Such functional blocks may be realized by any number of hardware and/or software components configured to perform the specified functions. For example, the invention may employ various integrated circuit components, e.g., memory elements, processing elements, logic elements, look-up tables, and the like, which may carry out a variety of functions under the control of one or more microprocessors or other control devices. Functional aspects may be implemented in algorithms that execute on one or more processors. Furthermore, the connecting lines, or connectors shown in the various figures presented are intended to represent exemplary functional relationships and/or physical or logical couplings between the various elements. It should be noted that many alternative or additional functional relationships, physical connections or logical connections may be present in a practical device.
While the present invention has been particularly shown and described with reference to exemplary embodiments thereof, it will be understood that numerous modifications and adaptations will be readily apparent to those of ordinary skill in this art without departing from the spirit and scope of the present invention as defined by the following claims. Therefore, the scope of the invention is defined not by the detailed description of the invention but by the following claims, and all differences within the scope will be construed as being included in the invention.